// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader  "Hidden/HeightDepthOfField" {

	Properties
	 {
 _MainTex ("Base", 2D) = "" {}
 _TapLowBackground ("TapLowBackground", 2D) = "" {}
 _TapLowForeground ("TapLowForeground", 2D) = "" {}
 _TapMedium ("TapMedium", 2D) = "" {}
}

	

	SubShader
     {
  ZTest Always
  ZWrite Off
  Cull Off
  Fog { Mode Off }

    LOD 100
	Pass
	{
	
	

	CGPROGRAM
	#pragma vertex vert
	#pragma fragment frag
	#include "UnityCG.cginc"
    //#define Fixed3(value)  fixed3(value, value,value)
	#define Fixed4(value)  fixed4(value, value,value,value)

	struct VertexInput {
    fixed4 vertex : POSITION;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    //fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    //fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    //fixed3 xlv_TEXCOORD3 : TEXCOORD3;
    //fixed4 tangent : TANGENT;
    fixed3 normal : NORMAL;
    //fixed4 xlv_COLOR : COLOR;
	//VertexInput
	};


	struct VertexOutput {
	fixed4 pos : SV_POSITION;
    UNITY_FOG_COORDS(1)
    //fixed4 xlv_COLOR : COLOR;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    //fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    //fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    //fixed3 xlv_TEXCOORD3 : TEXCOORD3;
    //fixed3 xlv_TEXCOORD4 : TEXCOORD4;
	//VertexOutput
	};


 sampler2D _MainTex;
 sampler2D _TapLowBackground;
 sampler2D _TapMedium;
 ;




	VertexOutput vert (VertexInput v)
	{
	VertexOutput o;
	//o.pos = UnityObjectToClipPos (v.vertex);
	//o.xlv_TEXCOORD0 = TRANSFORM_TEX(v.xlv_TEXCOORD0, _MainTex);
	
  float2 tmpvar_1;
  half2 tmpvar_2;
  tmpvar_2 = v.xlv_TEXCOORD0;
  tmpvar_1 = tmpvar_2;
  o.pos = UnityObjectToClipPos( v.vertex);
  o.xlv_TEXCOORD0 = tmpvar_1;

    UNITY_TRANSFER_FOG(o,o.vertex);
   
	return o;
	}


	fixed4 frag(VertexOutput i) : SV_Target
    {
    //fixed4 tmpvar_2 = tex2D(_MainTex, i.uv);
	
  half4 tapMedium_1;
  half4 tapLow_2;
  half4 tapHigh_3;
  fixed4 tmpvar_4;
  tmpvar_4 = tex2D (_MainTex, i.xlv_TEXCOORD0);
  tapHigh_3 = tmpvar_4;
  fixed4 cse_5;
  cse_5 = tex2D (_TapLowBackground, i.xlv_TEXCOORD0);
  tapLow_2 = cse_5;
  fixed4 tmpvar_6;
  tmpvar_6 = tex2D (_TapMedium, i.xlv_TEXCOORD0);
  tapMedium_1 = tmpvar_6;
  tapMedium_1.xyz = ((tapMedium_1.xyz + fixed3(1.0, 1.0, 0.0)) * 0.5);
  tapLow_2.xyz = ((tapLow_2.xyz + fixed3(0.0, 1.0, 0.0)) * 0.5);
  half4 tmpvar_7;
  tmpvar_7 = ((lerp (tapMedium_1, tapLow_2, Fixed4(
    clamp ((tapLow_2.w * tapLow_2.w), 0.0, 1.0)
  )) * 0.5) + (cse_5 * 0.5));
  tapLow_2 = tmpvar_7;
	UNITY_APPLY_FOG(i.fogCoord, tmpvar_4);
  return lerp (tapHigh_3, tmpvar_7, tapHigh_3.wwww);

	}
	ENDCG
	}
  }
Fallback "Diffuse"
}

